Пример #1
0
		public render_method_definition_group()
		{
			Add(Options = new TI.TagReference(this, TagGroups.rmop));
			// tag block [0x18] [categories]
				// string id
				// tag block [0x1C] [options]
					// string id
					// tag reference [rmop]
					// unknown [0x8]
				// unknown [0x8]
			// tag block [0x10]
				// word
				// word (enum?)
				// tag block [0x4]
					// word
					// word
			// tag block [0x10]
				// word
				// unknown [0xE]
			Add(PixelShader = new TI.TagReference(this, TagGroups.glps));
			Add(VertexShader = new TI.TagReference(this, TagGroups.glvs));
			Add(new TI.UnknownPad(
				4 +	// only seen this be 0 or 1 as a dword
				4));// never seen this used
		}
Пример #2
0
		public sound_group() : base(26)
		{
			Add(Flags = new TI.Flags());
			Add(Class = new TI.Enum());
			Add(SampleRate = new TI.Enum());
			Add(Distance = new TI.RealBounds());
			Add(SkipFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
			Add(RandomPitchBounds = new TI.RealBounds());
			Add(InnerConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
			Add(OuterConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
			Add(OuterConeGain = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
			Add(GainModifier = new TI.Real());
			Add(MaxBendPerSecond = new TI.Real());
			Add(new TI.Pad(12));
			Add(SkipFractionModifier1 = new TI.Real());
			Add(GainModifier1 = new TI.Real());
			Add(PitchModifier1 = new TI.Real());
			Add(new TI.Pad(12));
			Add(SkipFractionModifier2 = new TI.Real());
			Add(GainModifier2 = new TI.Real());
			Add(PitchModifier2 = new TI.Real());
			Add(new TI.Pad(12));
			Add(Encoding = new TI.Enum());
			Add(Compression = new TI.Enum());
			Add(PromotionSound = new TI.TagReference(this, TagGroups.snd_));
			Add(PromotionCount = new TI.ShortInteger());
			Add(new TI.Pad(2 + 20));
			Add(PitchRanges = new TI.Block<sound_pitch_range_block>(this, 8));
		}
Пример #3
0
		public contrail_group() : base(19)
		{
			Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(ScaleFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));

			Add(PointGenerationRate = new TI.Real());
			Add(PointVelocity = new TI.RealBounds());
			Add(PointVelocityConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
			Add(InheritedVelocityFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
			Add(RenderType = new TI.Enum());
			Add(new TI.Pad(2));
			Add(TextureRepeatsU = new TI.Real());
			Add(TextureRepeatsV = new TI.Real());
			Add(TextureAnimationU = new TI.Real());
			Add(TextureAnimationV = new TI.Real());
			Add(AnimationRate = new TI.Real());
			Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(FirstSequenceIndex = new TI.ShortInteger());
			Add(SequenceCount = new TI.ShortInteger());
			Add(new TI.Pad(64));

			// Map is 'Secondary Map'
			Add(ShaderMap = new TI.Struct<shader_map_struct>(this));
			Add(PointStates = new TI.Block<contrail_point_states_block>(this, 16));
		}
Пример #4
0
 public megalogamengine_sounds_group() : base(kNumberOfSounds)
 {
     Sounds = new TI.TagReference[kNumberOfSounds];
     for (int x = 0; x < Sounds.Length; x++)
     {
         Add(Sounds[x] = new TI.TagReference(this, TagGroups.snd_));
     }
 }
 public structure_bsp_background_sound_palette_block() : base(5)
 {
     Add(Name            = new TI.String());
     Add(BackgroundSound = new TI.TagReference(this, TagGroups.lsnd));
     Add(new TI.Pad(4));
     Add(ScaleFunction = new TI.String());
     Add(new TI.Pad(32));
 }
Пример #6
0
 public structure_bsp_fog_palette_block() : base(5)
 {
     Add(Name = new TI.String());
     Add(Fog  = new TI.TagReference(this, TagGroups.fog_));
     Add(new TI.Pad(4));
     Add(FogScaleFunction = new TI.String());
     Add(new TI.Pad(52));
 }
Пример #7
0
		public breakable_surface_group() : base(5)
		{
			Add(MaximumVitality = new TI.Real());
			Add(Effect = new TI.TagReference(this, TagGroups.effe));
			Add(Sound = new TI.TagReference(this, TagGroups.snd_));
			Add(ParticleEffects = new TI.Block<particle_system_definition_block_new>(this, 32));
			Add(ParticleDensity = new TI.Real());
		}
Пример #8
0
 public equipment_group() : base(5)
 {
     Add(PowerupType = new TI.Enum());
     Add(GrenadeType = new TI.Enum());
     Add(PowerupTime = new TI.Real());
     Add(PickupSound = new TI.TagReference(this, TagGroups.snd_));
     Add(new TI.Pad(144));             // probably padding for 9 tag references
 }
Пример #9
0
 public conditional_widget_reference_block() : base(5)
 {
     Add(WidgetTag             = new TI.TagReference(this, TagGroups.DeLa));
     Add(Name                  = new TI.String());
     Add(Flags                 = new TI.Flags());
     Add(CustomControllerIndex = new TI.ShortInteger());
     Add(new TI.Pad(26));
 }
Пример #10
0
			public object_attachment_block() : base(6)
			{
				Add(Type = new TI.TagReference(this));
				Add(Marker = new TI.String());
				Add(PrimaryScale = new TI.Enum());
				Add(SecondaryScale = new TI.Enum());
				Add(ChangeColor = new TI.Enum());
				Add(new TI.Pad(2 + 16));
			}
Пример #11
0
 public object_attachment_block() : base(6)
 {
     Add(Type           = new TI.TagReference(this));
     Add(Marker         = new TI.String());
     Add(PrimaryScale   = new TI.Enum());
     Add(SecondaryScale = new TI.Enum());
     Add(ChangeColor    = new TI.Enum());
     Add(new TI.Pad(2 + 16));
 }
Пример #12
0
 public unknown_4_block() : base(6)
 {
     Add(Settings    = new TI.TagReference(this, TagGroups.goof));
     Add(Template    = new TI.TagReference(this, TagGroups.goof));
     Add(Unknown20   = new TI.Enum(TI.FieldType.LongEnum));
     Add(Title       = new TI.StringId());
     Add(Description = new TI.StringId());
     Add(ValuePairs  = new TI.TagReference(this, TagGroups.sily));
 }
Пример #13
0
 protected unit_group(int field_count) : base(field_count + 54)
 {
     Add(UnitFlags             = new TI.Flags());
     Add(DefaultTeam           = new TI.Enum());
     Add(ConstantSoundVolume   = new TI.Enum());
     Add(RiderDamageFraction   = new TI.Real());
     Add(IntegratedLightToggle = new TI.TagReference(this, TagGroups.effe));
     Add(AinUnit                   = new TI.Enum());
     Add(BinUnit                   = new TI.Enum());
     Add(CinUnit                   = new TI.Enum());
     Add(DinUnit                   = new TI.Enum());
     Add(CameraFieldOfView         = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
     Add(CameraStiffness           = new TI.Real());
     Add(CameraMarkerName          = new TI.String());
     Add(CameraSubmergedMarkerName = new TI.String());
     Add(PitchAutoLevel            = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
     Add(PitchRange                = new TI.RealBounds(BlamLib.TagInterface.FieldType.AngleBounds));
     Add(CameraTracks              = new TI.Block <unit_camera_track_block>(this, 2));
     Add(SeatAccelerationScale     = new TI.RealVector3D());
     Add(new TI.Pad(12));
     Add(SoftPingThreshold     = new TI.Real());
     Add(SoftPingInterruptTime = new TI.Real());
     Add(HardPingThreshold     = new TI.Real());
     Add(HardPingInterruptTime = new TI.Real());
     Add(HardDeathThreshold    = new TI.Real());
     Add(FeignDeathThreshold   = new TI.Real());
     Add(FeignDeathTime        = new TI.Real());
     Add(DistOfEvadeAnim       = new TI.Real());
     Add(DistOfDiveAnim        = new TI.Real());
     Add(new TI.Pad(4));
     Add(StunnedMovementThreshold = new TI.Real());
     Add(FeignDeathChance         = new TI.Real());
     Add(FeignRepeatChance        = new TI.Real());
     Add(SpawnedActor             = new TI.TagReference(this, TagGroups.actv));
     Add(SpawnedActorCount        = new TI.ShortIntegerBounds());
     Add(SpawnedVelocity          = new TI.Real());
     Add(AimingVelocityMax        = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
     Add(AimingAccelerationMax    = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
     Add(CasualAimingModifier     = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
     Add(LookingVelocityMaximum   = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
     Add(LookingAccelerationMax   = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
     Add(new TI.Pad(8));
     Add(AiVehicleRadius      = new TI.Real());
     Add(AiDangerRadius       = new TI.Real());
     Add(MeleeDamage          = new TI.TagReference(this, TagGroups.jpt_));
     Add(MotionSensorBlipSize = new TI.Enum());
     Add(new TI.Pad(2 + 12));
     Add(NewHudInterfaces = new TI.Block <unit_hud_reference_block>(this, 2));
     Add(DialogueVariants = new TI.Block <dialogue_variant_block>(this, 16));
     Add(GrenadeVelocity  = new TI.Real());
     Add(GrenadeType      = new TI.Enum());
     Add(GrenadeCount     = new TI.ShortInteger());
     Add(new TI.Pad(4));
     Add(PoweredSeats = new TI.Block <powered_seat_block>(this, 2));
     Add(Weapons      = new TI.Block <unit_weapon_block>(this, 4));
     Add(Seats        = new TI.Block <unit_seat_block>(this, 16));
 }
Пример #14
0
 public event_handler_references_block() : base(6)
 {
     Add(Flags       = new TI.Flags());
     Add(EventType   = new TI.Enum());
     Add(Function    = new TI.Enum());
     Add(WidgetTag   = new TI.TagReference(this, TagGroups.DeLa));
     Add(SoundEffect = new TI.TagReference(this, TagGroups.snd_));
     Add(Script      = new TI.String());
 }
Пример #15
0
			public grenades_block() : base(6)
			{
				Add(MaxCount = new TI.ShortInteger());
				Add(new TI.Pad(2));
				Add(ThrowingEffect = new TI.TagReference(this, TagGroups.effe));
				Add(HudInterface = new TI.TagReference(this, TagGroups.grhi));
				Add(Equipment = new TI.TagReference(this, TagGroups.eqip));
				Add(Projectile = new TI.TagReference(this, TagGroups.proj));
			}
Пример #16
0
 public grenades_block() : base(6)
 {
     Add(MaxCount = new TI.ShortInteger());
     Add(new TI.Pad(2));
     Add(ThrowingEffect = new TI.TagReference(this, TagGroups.effe));
     Add(HudInterface   = new TI.TagReference(this, TagGroups.grhi));
     Add(Equipment      = new TI.TagReference(this, TagGroups.eqip));
     Add(Projectile     = new TI.TagReference(this, TagGroups.proj));
 }
Пример #17
0
		public scenario_structure_bsps_block() : base(4)
		{
			// Offset to this bsp's scenario_structure_bsps_header
			Add(Offset = new TI.LongInteger());
			Add(Size = new TI.LongInteger());
			Add(Data = new TI.Skip(4 // address
				+ 4)); // pad
			Add(StructureBsp = new TI.TagReference(this, TagGroups.sbsp));
		}
Пример #18
0
 public character_vehicle_block() : base(53)
 {
     Add(Unit  = new TI.TagReference(this, TagGroups.unit));
     Add(Style = new TI.TagReference(this, TagGroups.styl));
     Add(new TI.UselessPad(32));
     Add(VehicleFlags = new TI.Flags());
     Add(new TI.UselessPad(8));
     Add(AiPathfindingRadius = new TI.Real());
     Add(AiDestinationRadius = new TI.Real());
     Add(AiDecelerationDistanceWorldUnits = new TI.Real());
     Add(new TI.UselessPad(8));
     Add(AiTurningRadius            = new TI.Real());
     Add(AiInnerTurningRadius(< tr) = new TI.Real());
     Add(AiIdealTurningRadius(> tr) = new TI.Real());
     Add(new TI.UselessPad(8));
     Add(AiBansheeSteeringMaximum = new TI.Real(TI.FieldType.Angle));
     Add(AiMaxSteeringAngle       = new TI.Real());
     Add(AiMaxSteeringDelta       = new TI.Real());
     Add(AiOverSteeringScale      = new TI.Real());
     Add(AiOverSteeringBounds     = new TI.RealBounds(TI.FieldType.AngleBounds));
     Add(AiSideslipDistance       = new TI.Real());
     Add(AiAvoidanceDistance      = new TI.Real());
     Add(AiMinUrgency             = new TI.Real());
     Add(new TI.UselessPad(4));
     Add(AiThrottleMaximum           = new TI.Real());
     Add(AiGoalMinThrottleScale      = new TI.Real());
     Add(AiTurnMinThrottleScale      = new TI.Real());
     Add(AiDirectionMinThrottleScale = new TI.Real());
     Add(AiAccelerationScale         = new TI.Real());
     Add(AiThrottleBlend             = new TI.Real());
     Add(TheoreticalMaxSpeed         = new TI.Real());
     Add(ErrorScale = new TI.Real());
     Add(new TI.UselessPad(8));
     Add(AiAllowableAimDeviationAngle = new TI.Real(TI.FieldType.Angle));
     Add(new TI.UselessPad(12));
     Add(AiChargeTightAngleDistance = new TI.Real());
     Add(AiChargeTightAngle         = new TI.Real());
     Add(AiChargeRepeatTimeout      = new TI.Real());
     Add(AiChargeLook - aheadTime   = new TI.Real());
     Add(AiChargeConsiderDistance   = new TI.Real());
     Add(AiChargeAbortDistance      = new TI.Real());
     Add(new TI.UselessPad(4));
     Add(VehicleRamTimeout = new TI.Real());
     Add(RamParalysisTime  = new TI.Real());
     Add(new TI.UselessPad(4));
     Add(AiCoverDamageThreshold        = new TI.Real());
     Add(AiCoverMinDistance            = new TI.Real());
     Add(AiCoverTime                   = new TI.Real());
     Add(AiCoverMinBoostDistance       = new TI.Real());
     Add(TurtlingRecentDamageThreshold = new TI.Real());
     Add(TurtlingMintime               = new TI.Real());
     Add(TurtlingTimeout               = new TI.Real());
     Add(new TI.UselessPad(8));
     Add(obstacleignoresize = new TI.Enum());
     Add(new TI.Pad(2));
 }
Пример #19
0
		public global_shader_parameter_block() : base(7)
		{
			/*0x00*/Add(Name = new TI.StringId());
			/*0x04*/Add(Type = new TI.Enum());
			/*0x06*/Add(RuntimeFlags = new TI.Flags(TI.FieldType.WordFlags)); // was Pad
			/*0x08*/Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
			/*0x18*/Add(ConstValue = new TI.Real());
			/*0x1C*/Add(ConstColor = new TI.RealColor());
			/*0x28*/Add(AnimationProperties = new TI.Block<shader_animation_property_block>(this, 14));
		}
Пример #20
0
 public detail_object_collection_group() : base(7)
 {
     Add(CollectionType = new TI.Enum());
     Add(new TI.Pad(2));
     Add(GlobalZOffset = new TI.Real());
     Add(new TI.Pad(44));
     Add(SpritePlate = new TI.TagReference(this, TagGroups.bitm));
     Add(Types       = new TI.Block <detail_object_type_block>(this, 16));
     Add(new TI.Pad(48));
 }
Пример #21
0
 public child_widget_reference_block() : base(7)
 {
     Add(WidgetTag             = new TI.TagReference(this, TagGroups.DeLa));
     Add(Name                  = new TI.String());
     Add(Flags                 = new TI.Flags());
     Add(CustomControllerIndex = new TI.ShortInteger());
     Add(VerticalOffset        = new TI.ShortInteger());
     Add(HorizontalOffset      = new TI.ShortInteger());
     Add(new TI.Pad(22));
 }
Пример #22
0
 public device_control_group() : base(7)
 {
     Add(Type         = new TI.Enum());
     Add(TriggersWhen = new TI.Enum());
     Add(CallValue    = new TI.Real());
     Add(new TI.Pad(80));
     Add(On   = new TI.TagReference(this));
     Add(Off  = new TI.TagReference(this));
     Add(Deny = new TI.TagReference(this));
 }
Пример #23
0
 public weapon_hud_overlays_block() : base(7)
 {
     Add(StateAttachedTo = new TI.Enum());
     Add(new TI.Pad(2));
     Add(CanUseOnMapType = new TI.Enum());
     Add(new TI.Pad(2 + 28));
     Add(Bitmap   = new TI.TagReference(this, TagGroups.bitm));
     Add(Overlays = new TI.Block <weapon_hud_overlay_block>(this, 16));
     Add(new TI.Pad(40));
 }
Пример #24
0
 public weapon_hud_crosshair_block() : base(7)
 {
     Add(CrosshairType = new TI.Enum());
     Add(new TI.Pad(2));
     Add(CanUseOnMapType = new TI.Enum());
     Add(new TI.Pad(2 + 28));
     Add(Bitmap   = new TI.TagReference(this, TagGroups.bitm));
     Add(Overlays = new TI.Block <weapon_hud_crosshair_item_block>(this, 16));
     Add(new TI.Pad(40));
 }
Пример #25
0
 public damage_regions_block() : base(7)
 {
     Add(Name  = new TI.String());
     Add(Flags = new TI.Flags());
     Add(new TI.Pad(4));
     Add(DamageThreshold = new TI.Real());
     Add(new TI.Pad(12));
     Add(DestroyedEffect = new TI.TagReference(this, TagGroups.effe));
     Add(Permutations    = new TI.Block <damage_permutations_block>(this, 32));
 }
Пример #26
0
 public unknown_18_block() : base(8)
 {
     Add(SuppressedIncident = new TI.TagReference(this, TagGroups.sigd));
     Add(Unknown10          = new TI.LongInteger());
     Add(Unknown14          = new TI.LongInteger());            // unknown
     Add(Unknown18          = new TI.StringId());
     Add(Unknown1C          = new TI.LongInteger());            // unknown
     Add(CuiScreen          = new TI.TagReference(this, TagGroups.cusc));
     Add(SoundResponse      = new TI.TagReference(this, TagGroups.sgrp));
     Add(Unknown40          = new TI.LongInteger());            // unknown
 }
Пример #27
0
 public trigger_firing_effect_block() : base(8)
 {
     Add(ShotCount = new TI.ShortIntegerBounds());
     Add(new TI.Pad(32));
     Add(FiringEffect  = new TI.TagReference(this));
     Add(MisfireEffect = new TI.TagReference(this));
     Add(EmptyEffect   = new TI.TagReference(this));
     Add(FiringDamage  = new TI.TagReference(this, TagGroups.jpt_));
     Add(MisfireDamage = new TI.TagReference(this, TagGroups.jpt_));
     Add(EmtpyDamage   = new TI.TagReference(this, TagGroups.jpt_));
 }
 public contrail_point_states_block() : base(8)
 {
     Add(Duration           = new TI.RealBounds());
     Add(TransitionDuration = new TI.RealBounds());
     Add(Physics            = new TI.TagReference(this, TagGroups.phys));
     Add(new TI.Pad(32));
     Add(Width           = new TI.Real());
     Add(ColorLowerBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
     Add(ColorUpperBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
     Add(ScaleFlags      = new TI.Flags());
 }
Пример #29
0
			public contrail_point_states_block() : base(8)
			{
				Add(Duration = new TI.RealBounds());
				Add(TransitionDuration = new TI.RealBounds());
				Add(Physics = new TI.TagReference(this, TagGroups.phys));
				Add(new TI.Pad(32));
				Add(Width = new TI.Real());
				Add(ColorLowerBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
				Add(ColorUpperBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
				Add(ScaleFlags = new TI.Flags());
			}
Пример #30
0
 public hud_number_group() : base(8)
 {
     Add(DigitsBitmap      = new TI.TagReference(this, TagGroups.bitm));
     Add(BitmapDigitWidth  = new TI.ByteInteger());
     Add(ScreenDigitWidth  = new TI.ByteInteger());
     Add(XOffset           = new TI.ByteInteger());
     Add(YOffset           = new TI.ByteInteger());
     Add(DecimalPointWidth = new TI.ByteInteger());
     Add(ColonWidth        = new TI.ByteInteger());
     Add(new TI.Pad(2 + 76));
 }
Пример #31
0
 public sound_looping_group() : base(8)
 {
     Add(Flags = new TI.Flags());
     Add(DetailSoundPeriodWhenZero = new TI.Real());
     Add(new TI.Pad(8));
     Add(DetailSoundPeriodWhenOne = new TI.Real());
     Add(new TI.Pad(8 + 16));
     Add(ContinuousDamageEffect = new TI.TagReference(this, TagGroups.cdmg));
     Add(Tracks       = new TI.Block <looping_sound_track_block>(this, 4));
     Add(DetailSounds = new TI.Block <looping_sound_detail_block>(this, 32));
 }
Пример #32
0
 public looping_sound_detail_block() : base(8)
 {
     Add(Sound = new TI.TagReference(this, TagGroups.snd_));
     Add(RandomPeriodBounds = new TI.RealBounds());
     Add(Gain  = new TI.Real());
     Add(Flags = new TI.Flags());
     Add(new TI.Pad(48));
     Add(YawBounds   = new TI.RealBounds(BlamLib.TagInterface.FieldType.AngleBounds));
     Add(PitchBounds = new TI.RealBounds(BlamLib.TagInterface.FieldType.AngleBounds));
     Add(DistBounds  = new TI.RealBounds());
 }
Пример #33
0
 public first_person_interface_block() : base(9)
 {
     Add(FirstPersionHands        = new TI.TagReference(this, TagGroups.mod2));
     Add(BaseBitmap               = new TI.TagReference(this, TagGroups.bitm));
     Add(ShieldMeter              = new TI.TagReference(this, TagGroups.metr));
     Add(ShieldMeterOrigin        = new TI.Point2D());
     Add(BodyMeter                = new TI.TagReference(this, TagGroups.metr));
     Add(BodyMeterOrigin          = new TI.Point2D());
     Add(NightVisionTurnOnEffect  = new TI.TagReference(this, TagGroups.effe));
     Add(NightVisionTurnOffEffect = new TI.TagReference(this, TagGroups.effe));
     Add(new TI.Pad(88));
 }
Пример #34
0
 public unknown_30_block() : base(3)
 {
     Add(Unknown0  = new TI.LongInteger());                    // unknown
     Add(Block4    = new TI.Block <unknown_4_block>(this, 0));
     Add(Unknown10 = new TI.LongInteger());
     Add(Unknown14 = new TI.LongInteger());                     // unknown
     Add(Unknown18 = new TI.StringId());
     Add(Unknown1C = new TI.LongInteger());                     // unknown
     Add(CuiScreen = new TI.TagReference(this, TagGroups.cusc));
     Add(Unknown30 = new TI.TagReference(this));
     Add(Unknown44 = new TI.LongInteger());                     // unknown
 }
Пример #35
0
		public antenna_group() : base(9)
		{
			Add(AttachmentMarkerName = new TI.String());
			Add(Bitmaps = new TI.TagReference(this, TagGroups.bitm));
			Add(Physics = new TI.TagReference(this, TagGroups.phys));
			Add(new TI.Pad(80));
			Add(SpringStrenthCoefficent = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
			Add(FalloffPixels = new TI.Real());
			Add(CutoffPixels = new TI.Real());
			Add(new TI.Pad(40));
			Add(Vertices = new TI.Block<antenna_vertex_block>(this, 20));
		}
Пример #36
0
 public preferences_network_game_group() : base(9)
 {
     Add(Name               = new TI.String());
     Add(PrimaryColor       = new TI.RealColor());
     Add(SecondaryColor     = new TI.RealColor());
     Add(Pattern            = new TI.TagReference(this, TagGroups.bitm));
     Add(PatternBitmapIndex = new TI.ShortInteger());
     Add(new TI.Pad(2));
     Add(Decal            = new TI.TagReference(this, TagGroups.bitm));
     Add(DecalBitmapIndex = new TI.ShortInteger());
     Add(new TI.Pad(2 + 800));
 }
 public antenna_group() : base(9)
 {
     Add(AttachmentMarkerName = new TI.String());
     Add(Bitmaps = new TI.TagReference(this, TagGroups.bitm));
     Add(Physics = new TI.TagReference(this, TagGroups.phys));
     Add(new TI.Pad(80));
     Add(SpringStrenthCoefficent = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
     Add(FalloffPixels           = new TI.Real());
     Add(CutoffPixels            = new TI.Real());
     Add(new TI.Pad(40));
     Add(Vertices = new TI.Block <antenna_vertex_block>(this, 20));
 }
Пример #38
0
        public shader_transparent_generic_group() : base(6)
        {
            Add(Radiosity = new TI.Struct <shader_radiosity_properties_struct>(this));

            Add(LensFlareSpacing = new TI.Real());
            Add(LensFlare        = new TI.TagReference(this, TagGroups.lens));
            Add(ExtraLayers      = new TI.Block <field_block <TI.TagReference> >(this, 4));
            Add(Maps             = new TI.Block <shader_transparent_generic_map_block>(this, 4));
            Add(Stages           = new TI.Block <shader_transparent_generic_stage_block>(this, 7));

            //ExtraLayers.Definition.Value.ResetReferenceGroupTag(TagGroups.shdr);
        }
Пример #39
0
 public shader_effect_group() : base(8)
 {
     // 1 << 0 - nonlinear or linear
     Add(Flags = TI.Flags.Byte);
     Add(TI.Pad.Byte);
     Add(FrameBufferFunction = new TI.Struct <shader_frame_buffer_function_struct>(this));
     Add(new TI.UnknownPad(32));
     Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); // pretty sure it's a bitm
     Add(new TI.Enum());                                      // value judges vertex shader permutation
     Add(TI.Pad.Word);
     Add(Animation = new TI.Struct <shader_animation_struct>(this));
 }
Пример #40
0
 public shader_transparent_generic_map_block() : base(10)
 {
     Add(Flags = TI.Flags.Word);
     Add(new TI.Pad(2));
     Add(MapUScale   = new TI.Real());
     Add(MapVScale   = new TI.Real());
     Add(MapUOffset  = new TI.Real());
     Add(MapVOffset  = new TI.Real());
     Add(MapRotation = new TI.Real());
     Add(MipmapBias  = TI.Real.Fraction);
     Add(Map         = new TI.TagReference(this, TagGroups.bitm));
     Add(Animation   = new TI.Struct <shader_animation_struct>(this));
 }
Пример #41
0
		public scenario_structure_bsp_reference_block()
		{
			Add(StructureBsp = new TI.TagReference(this, TagGroups.sbsp));
			Add(Design = new TI.TagReference(this, TagGroups.sddt));
			Add(LightingInfo = new TI.TagReference(this, TagGroups.stli));
			Add(new TI.Skip(
				4 + // may be a index
				16 +
				1 +
				1 + // index to 2nd tag block in scenario
				2 + // index
				4
				));
			Add(Cubemap = new TI.TagReference(this, TagGroups.bitm));
			Add(Wind = new TI.TagReference(this, TagGroups.wind));
			Add(new TI.Pad(4));
		}
Пример #42
0
		public global_hud_interface_element_struct() : base(14)
		{
			Add(AnchorOffset = new TI.Point2D());
			Add(WidthScale = new TI.Real());
			Add(HeightScale = new TI.Real());
			Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(new TI.Pad(2 + 20));
			Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(DefaultColor = new TI.Color());
			Add(FlashingColor = new TI.Color());
			Add(FlashPeriod = new TI.Real());
			Add(FlashDelay = new TI.Real());
			Add(NumberOfFlashes = new TI.ShortInteger());
			Add(FlashFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(FlashLength = new TI.Real());
			Add(DisabledColor = new TI.Color());

			// i think the 4 byte padding that follows this should be here...
		}
Пример #43
0
		public shader_map_struct() : base(13)
		{
			Add(new TI.Pad(40));
			Add(ShaderFlags = TI.Flags.Word);
			Add(FramebufferBlendFunction = new TI.Enum());
			Add(FramebufferFadeMode = new TI.Enum());
			Add(ShaderMapFlags = TI.Flags.Word);
			Add(new TI.Pad(28));

			Add(MapBitmap = new TI.TagReference(this, TagGroups.bitm));
			
			Add(MapAnchor = new TI.Enum());
			Add(MapFlags = TI.Flags.Word);
			
			Add(MapAnimation = new TI.Struct<shader_animation_struct>(this));
			
			// 28
			Add(new TI.Pad(4));
			Add(ZSpriteRadiusScale = new TI.Real());
			Add(new TI.Pad(20));
		}
Пример #44
0
		public global_hud_meter_struct() : base(20)
		{
			Add(AnchorOffset = new TI.Point2D());
			Add(WidthScale = new TI.Real());
			Add(HeightScale = new TI.Real());
			Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(new TI.Pad(2 + 20));
			Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(ColorAtMeterMin = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor));
			Add(ColorAtMeterMax = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor));
			Add(FlashColor = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor));
			Add(EmptyColor = new TI.Color());
			Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.ByteFlags));
			Add(MinMeterValue = new TI.ByteInteger());
			Add(SequenceIndex = new TI.ShortInteger());
			Add(AlphaMul = new TI.ByteInteger());
			Add(AlphaBias = new TI.ByteInteger());
			Add(ValueScale = new TI.ShortInteger());
			Add(Opacity = new TI.Real());
			Add(Translucency = new TI.Real());
			Add(DisabledColor = new TI.Color());
			Add(new TI.Pad(16));
		}
Пример #45
0
		public scenario_group() : base(69)
		{
			Add(DontUse = new TI.TagReference(this, TagGroups.sbsp));
			Add(WontUse = new TI.TagReference(this, TagGroups.sbsp));
			Add(CantUse = new TI.TagReference(this, TagGroups.sky_));
			Add(Skies = new TI.Block<field_block<TI.TagReference>>(this, 8));
			Add(Type = new TI.Enum());
			Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(TI.Pad.BlockHalo1); // child scenarios, tag block data wasn't removed in stubbs for some reason
			Add(LocalNorth = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
			Add(new TI.Pad(20 + 136));
			Add(PredictedResources = new TI.Block<predicted_resource_block>(this, 1024));
			Add(Functions = new TI.Block<scenario_function_block>(this, 32));
			Add(EditorData = new TI.Data(this));
			Add(Comments = new TI.Block<editor_comment_block>(this, 1024));
			Add(new TI.Pad(224));

			Add(ObjectNames = new TI.Block<scenario_object_names_block>(this, 512));
			Add(Scenery = new TI.Block<scenario_scenery_block>(this, 2000));
			Add(SceneryPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(Bipeds = new TI.Block<scenario_biped_block>(this, 128));
			Add(BipedPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(Vehicles = new TI.Block<scenario_vehicle_block>(this, 80));
			Add(VehiclePalette = new TI.Block<scenario_object_palette_block>(this, 100)); // silly bungie, why would u want to have up to 100 vehicle types to choose from when you could only possibly choose 80 of them?
			Add(Equipment = new TI.Block<scenario_equipment_block>(this, 256));
			Add(EquipmentPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(Weapons = new TI.Block<scenario_weapon_block>(this, 128));
			Add(WeaponsPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(DeviceGroups = new TI.Block<device_group_block>(this, 128));
			Add(Machines = new TI.Block<scenario_machine_block>(this, 400));
			Add(MachinesPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(Controls = new TI.Block<scenario_control_block>(this, 100));
			Add(ControlsPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(LightFixtures = new TI.Block<scenario_light_fixture_block>(this, 500));
			Add(LightFixturesPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(SoundScenery = new TI.Block<scenario_sound_scenery_block>(this, 256));
			Add(SoundSceneryPalette = new TI.Block<scenario_object_palette_block>(this, 100));
			Add(new TI.Pad(84));

			Add(PlayerStartingProfile = new TI.Block<scenario_profiles_block>(this, 256));
			Add(PlayerStartingLocations = new TI.Block<scenario_players_block>(this, 256));
			Add(TriggerVolumes = new TI.Block<scenario_trigger_volume_block>(this, 256));
			Add(RecordedAnimations = new TI.Block<recorded_animation_block>(this, 1024));
			Add(NetgameFlags = new TI.Block<scenario_netgame_flags_block>(this, 200));
			Add(NetgameEquipment = new TI.Block<scenario_netgame_equipment_block>(this, 200));
			Add(StartingEquipment = new TI.Block<scenario_starting_equipment_block>(this, 200));
			Add(BspSwitchTriggerVolumes = new TI.Block<scenario_bsp_switch_trigger_volume_block>(this, 256));
			Add(Decals = new TI.Block<scenario_decals_block>(this, 65536));
			Add(DecalPalette = new TI.Block<field_block<TI.TagReference>>(this, 128));
			Add(DetailObjectCollectionPalette = new TI.Block<field_block<TI.TagReference>>(this, 32));
			Add(new TI.Pad(84));

			Add(ActorPalette = new TI.Block<field_block<TI.TagReference>>(this, 64));
			Add(Encounters = new TI.Block<encounter_block>(this, 128));
			Add(CommandLists = new TI.Block<ai_command_list_block>(this, 256));
			Add(AiAnimationReferences = new TI.Block<ai_animation_reference_block>(this, 128));
			Add(AiScriptReferences = new TI.Block<ai_script_reference_block>(this, 128));
			Add(AiRecordingReferences = new TI.Block<ai_recording_reference_block>(this, 128));
			Add(AiConverstaions = new TI.Block<ai_conversation_block>(this, 128));

			Add(ScriptSyntaxData = new TI.Data(this, BlamLib.TagInterface.DataType.ScriptNode));
			Add(ScriptStringData = new TI.Data(this));
			Add(Scripts = new TI.Block<hs_scripts_block>(this, 512));
			Add(Globals = new TI.Block<hs_globals_block>(this, 128));
			Add(References = new TI.Block<hs_references_block>(this, 256));
			Add(SourceFiles = new TI.Block<hs_source_files_block>(this, 8));
			Add(new TI.Pad(24));

			Add(CutsceneFlags = new TI.Block<scenario_cutscene_flag_block>(this, 512));
			Add(CutsceneCameraPoints = new TI.Block<scenario_cutscene_camera_point_block>(this, 512));
			Add(CutsceneTitles = new TI.Block<scenario_cutscene_title_block>(this, 64));
			Add(new TI.Pad(108));

			Add(CustomObjectNames = new TI.TagReference(this, TagGroups.ustr));
			Add(IngameHelpText = new TI.TagReference(this, TagGroups.ustr));
			Add(HudMessages = new TI.TagReference(this, TagGroups.hmt_));
			Add(StructureBsps = new TI.Block<scenario_structure_bsps_block>(this, 16));

			//Skies.Definition.Value.ResetReferenceGroupTag(TagGroups.sky_);
			//SceneryPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.scen);
			//BipedPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.bipd);
			//VehiclePalette.Definition.Name.ResetReferenceGroupTag(TagGroups.vehi);
			//EquipmentPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.eqip);
			//WeaponsPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.weap);
			//MachinesPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.mach);
			//ControlsPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.ctrl);
			//LightFixturesPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.lifi);
			//SoundSceneryPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.ssce);
			//DecalPalette.Definition.Value.ResetReferenceGroupTag(TagGroups.deca);
			//ActorPalette.Definition.Value.ResetReferenceGroupTag(TagGroups.actr);
			//DetailObjectCollectionPalette.ResetReferenceGroupTag(TagGroups.dobc);
		}
Пример #46
0
		public weapon_hud_interface_group() : base(27)
		{
			Add(ChildHud = new TI.TagReference(this, TagGroups.wphi));
			Add(FlashCutoffFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(new TI.Pad(2));
			Add(TotalAmmoCutoff = new TI.ShortInteger());
			Add(LoadedAmmoCutoff = new TI.ShortInteger());
			Add(HeatCutoff = new TI.ShortInteger());
			Add(AgeCutoff = new TI.ShortInteger());
			Add(new TI.Pad(32));
			Add(Anchor = new TI.Enum());
			Add(new TI.Pad(2 + 32));

			Add(StaticElements = new TI.Block<weapon_hud_static_block>(this, 16));
			Add(MeterElements = new TI.Block<weapon_hud_meter_block>(this, 16));
			Add(NumberElements = new TI.Block<weapon_hud_number_block>(this, 16));
			Add(Crosshairs = new TI.Block<weapon_hud_crosshair_block>(this, 19));
			Add(OverlayElements = new TI.Block<weapon_hud_overlays_block>(this, 16));
			Add(PostprocessedUsedCrosshairStatesFlags = new TI.Flags());
			Add(new TI.Pad(12)); // g_null_block, so we just pad it
			Add(ScreenEffect = new TI.Block<global_hud_screen_effect_definition>(this, 1));
			Add(new TI.Pad(132));

			Add(SequenceIndex = new TI.ShortInteger());
			Add(WidthOffset = new TI.ShortInteger());
			Add(OffsetFromReferenceCorner = new TI.Point2D());
			Add(OverrideIconColor = new TI.Color());
			Add(FrameRate = new TI.ByteInteger());
			Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.ByteFlags));
			Add(TextIndex = new TI.ShortInteger());
			Add(new TI.Pad(48));
		}
Пример #47
0
			public scenario_starting_equipment_block() : base(13)
			{
				Add(Flags = new TI.Flags());
				Add(Type0 = new TI.Enum());
				Add(Type1 = new TI.Enum());
				Add(Type2 = new TI.Enum());
				Add(Type3 = new TI.Enum());
				Add(new TI.Pad(48));
				Add(ItemCollection1 = new TI.TagReference(this, TagGroups.itmc));
				Add(ItemCollection2 = new TI.TagReference(this, TagGroups.itmc));
				Add(ItemCollection3 = new TI.TagReference(this, TagGroups.itmc));
				Add(ItemCollection4 = new TI.TagReference(this, TagGroups.itmc));
				Add(ItemCollection5 = new TI.TagReference(this, TagGroups.itmc));
				Add(ItemCollection6 = new TI.TagReference(this, TagGroups.itmc));
				Add(new TI.Pad(48));
			}
Пример #48
0
			public scenario_netgame_equipment_block() : base(12)
			{
				Add(Flags = new TI.Flags());
				Add(Type0 = new TI.Enum());
				Add(Type1 = new TI.Enum());
				Add(Type2 = new TI.Enum());
				Add(Type3 = new TI.Enum());
				Add(TeamIndex = new TI.ShortInteger());
				Add(SpawnTime = new TI.ShortInteger());
				Add(new TI.Pad(48));
				Add(Position = new TI.RealPoint3D());
				Add(Facing = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
				Add(ItemCollection = new TI.TagReference(this, TagGroups.itmc));
				Add(new TI.Pad(48));
			}
Пример #49
0
			public scenario_netgame_flags_block() : base(6)
			{
				Add(Position = new TI.RealPoint3D());
				Add(Facing = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
				Add(Type = new TI.Enum());
				Add(TeamIndex = new TI.ShortInteger());
				Add(WeaponGroup = new TI.TagReference(this, TagGroups.itmc));
				Add(new TI.Pad(112));
			}
Пример #50
0
			public scenario_profiles_block() : base(14)
			{
				Add(Name = new TI.String());
				Add(StartingHealthMod = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
				Add(StartingShieldMod = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
				Add(PrimaryWeapon = new TI.TagReference(this, TagGroups.weap));
				Add(PrimaryRoundsLoaded = new TI.ShortInteger());
				Add(PrimaryRoundsTotal = new TI.ShortInteger());
				Add(SecondaryWeapon = new TI.TagReference(this, TagGroups.weap));
				Add(SecondaryRoundsLoaded = new TI.ShortInteger());
				Add(SecondaryRoundsTotal = new TI.ShortInteger());
				Add(StartingFrags = new TI.ByteInteger());
				Add(StartingPlasmas = new TI.ByteInteger());
				Add(StartingUnknownFrags = new TI.ByteInteger());
				Add(StartingUnknownPlasmas = new TI.ByteInteger());
				Add(new TI.Pad(20));
			}
Пример #51
0
			public scenario_object_palette_block() : base(2)
			{
				Add(Name = new TI.TagReference(this, TagGroups.obje));
				Add(new TI.Pad(32));
			}
Пример #52
0
		public hud_globals_group() : base(58)
		{
			Add(Anchor = new TI.Enum());
			Add(new TI.Pad(2 + 32));
			Add(AnchorOffset = new TI.Point2D());
			Add(WidthScale = new TI.Real());
			Add(HeightScale = new TI.Real());
			Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
			Add(new TI.Pad(2 + 20));
			Add(SinglePlayerFont = new TI.TagReference(this, TagGroups.font));
			Add(MultiPlayerFont = new TI.TagReference(this, TagGroups.font));
			Add(UpTime = new TI.Real());
			Add(FadeTime = new TI.Real());
			Add(IconColor = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
			Add(TextColor = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
			Add(TextSpacing = new TI.Real());
			Add(ItemMessageText = new TI.TagReference(this, TagGroups.ustr));
			Add(IconBitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(AlternateIconText = new TI.TagReference(this, TagGroups.ustr));
			Add(ButtonIcons = new TI.Block<hud_button_icon_block>(this, 18));

			Add(HelpText = new TI.Struct<global_hud_color_struct>(this));
			Add(new TI.Pad(4));

			Add(HudMessages = new TI.TagReference(this, TagGroups.hmt_));
			Add(Objective = new TI.Struct<global_hud_color_struct>(this));
			Add(ObjectiveUptimeTicks = new TI.ShortInteger());
			Add(ObjectiveFadeTicks = new TI.ShortInteger());

			Add(WaypointOffsetTop = new TI.Real());
			Add(WaypointOffsetBottom = new TI.Real());
			Add(WaypointOffsetLeft = new TI.Real());
			Add(WaypointOffsetRight = new TI.Real());
			Add(new TI.Pad(32));
			Add(WaypointArrowBitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(WaypointArrows = new TI.Block<hud_waypoint_arrow_block>(this, 16));

			Add(new TI.Pad(80));

			Add(HudScaleInMultiplayer = new TI.Real());
			Add(new TI.Pad(256));

			Add(DefaultWeaponHud = new TI.TagReference(this, TagGroups.wphi));
			Add(MotionSensorRange = new TI.Real());
			Add(MotionSensorVelocitySensitivity = new TI.Real());
			Add(MotionSensorScale = new TI.Real());
			Add(DefaultChapterTitleBounds = new TI.Rectangle2D());
			Add(new TI.Pad(44));

			Add(HudDamageIndicatorOffsets = new TI.Rectangle2D());
			Add(new TI.Pad(32));
			Add(IndicatorBitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(HudDamageIndicatorSequenceIndex = new TI.ShortInteger());
			Add(HudDamageIndicatorMpSequenceIndex = new TI.ShortInteger());
			Add(HudDamageIndicatorColor = new TI.Color());
			Add(new TI.Pad(16));

			Add(HudTimerWarning = new TI.Struct<global_hud_color_struct>(this));
			Add(new TI.Pad(4));

			Add(HudTimerDone = new TI.Struct<global_hud_color_struct>(this));
			Add(new TI.Pad(4 + 40));

			Add(CarnageReportBitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(LoadingBeginText = new TI.ShortInteger());
			Add(LoadingEndText = new TI.ShortInteger());
			Add(CheckpointBeginText = new TI.ShortInteger());
			Add(CheckpointEndText = new TI.ShortInteger());
			Add(CheckpointSound = new TI.TagReference(this, TagGroups.snd_));
			Add(new TI.Pad(96));
		}
Пример #53
0
			public weapon_hud_overlays_block() : base(7)
			{
				Add(StateAttachedTo = new TI.Enum());
				Add(new TI.Pad(2));
				Add(CanUseOnMapType = new TI.Enum());
				Add(new TI.Pad(2 + 28));
				Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
				Add(Overlays = new TI.Block<weapon_hud_overlay_block>(this, 16));
				Add(new TI.Pad(40));
			}
Пример #54
0
			public hs_references_block() : base(2)
			{
				Add(new TI.Pad(24));
				Add(Reference = new TI.TagReference(this));
			}
Пример #55
0
				public ai_conversation_line_block() : base(13)
				{
					Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
					Add(Participant = new TI.BlockIndex());
					Add(Addressee = new TI.Enum());
					Add(AddresseeParticipant = new TI.BlockIndex());
					Add(TI.Pad.DWord);
					Add(LineDelayTime = new TI.Real());
					Add(new TI.Pad(12));
					Add(Variant1 = new TI.TagReference(this, TagGroups.snd_));
					Add(Variant2 = new TI.TagReference(this, TagGroups.snd_));
					Add(Variant3 = new TI.TagReference(this, TagGroups.snd_));
					Add(Variant4 = new TI.TagReference(this, TagGroups.snd_));
					Add(Variant5 = new TI.TagReference(this, TagGroups.snd_));
					Add(Variant6 = new TI.TagReference(this, TagGroups.snd_));
				}
Пример #56
0
			public ai_animation_reference_block() : base(3)
			{
				Add(Name = new TI.String());
				Add(Animation = new TI.TagReference(this, TagGroups.antr));
				Add(new TI.Pad(12));
			}
Пример #57
0
		public meter_group() : base(16)
		{
			Add(Flags = new TI.Flags());
			Add(StencilBitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(SourceBitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(StencilSequenceIndex = new TI.ShortInteger());
			Add(SourceSequenceIndex = new TI.ShortInteger());
			Add(new TI.Pad(16 + 4));
			Add(InterpolateColors = new TI.Enum());
			Add(AnchorColors = new TI.Enum());
			Add(new TI.Pad(8));
			Add(EmptyColor = new TI.RealColor(TI.FieldType.RealArgbColor));
			Add(FullColor = new TI.RealColor(TI.FieldType.RealArgbColor));
			Add(new TI.Pad(20));
			Add(UnmaskDist = new TI.Real());
			Add(MaskDist = new TI.Real());
			Add(new TI.Pad(20));
			Add(EncodedStencil = new TI.Data(this));
		}
Пример #58
0
		public hud_number_group() : base(8)
		{
			Add(DigitsBitmap = new TI.TagReference(this, TagGroups.bitm));
			Add(BitmapDigitWidth = new TI.ByteInteger());
			Add(ScreenDigitWidth = new TI.ByteInteger());
			Add(XOffset = new TI.ByteInteger());
			Add(YOffset = new TI.ByteInteger());
			Add(DecimalPointWidth = new TI.ByteInteger());
			Add(ColonWidth = new TI.ByteInteger());
			Add(new TI.Pad(2 + 76));
		}
Пример #59
0
		public character_group() : base(38)
		{
			Add(Flags = new TI.Flags());
			Add(new TI.UselessPad(24));
			Add(ParentCharacter = new TI.TagReference(this, TagGroups.char_));
			Add(Unit = new TI.TagReference(this, TagGroups.unit));
			Add(Creature = new TI.TagReference(this, TagGroups.crea));
			Add(Style = new TI.TagReference(this, TagGroups.styl));
			Add(new TI.UselessPad(16));
			Add(MajorCharacter = new TI.TagReference(this, TagGroups.char_));
			Add(new TI.UselessPad(12));
			Add(Variants = new TI.Block<character_variants_block>(this, 64));
			Add(new TI.UselessPad(36));
			Add(GeneralProperties = new TI.Block<character_general_block>(this, 1));
			Add(VitalityProperties = new TI.Block<character_vitality_block>(this, 1));
			Add(PlacementProperties = new TI.Block<character_placement_block>(this, 1));
			Add(PerceptionProperties = new TI.Block<character_perception_block>(this, 4));
			Add(LookProperties = new TI.Block<character_look_block>(this, 1));
			Add(MovementProperties = new TI.Block<character_movement_block>(this, 1));
			Add(SwarmProperties = new TI.Block<character_swarm_block>(this, 3));
			Add(new TI.UselessPad(36));
			Add(ReadyProperties = new TI.Block<character_ready_block>(this, 3));
			Add(EngageProperties = new TI.Block<character_engage_block>(this, 3));
			Add(/*charge properties = */ new TI.Block<character_charge_block>(this, 3));
			Add(/*evasion properties = */ new TI.Block<character_evasion_block>(this, 3));
			Add(/*cover properties = */ new TI.Block<character_cover_block>(this, 3));
			Add(/*retreat properties = */ new TI.Block<character_retreat_block>(this, 3));
			Add(/*search properties = */ new TI.Block<character_search_block>(this, 3));
			Add(/*pre-search properties = */ new TI.Block<character_presearch_block>(this, 3));
			Add(/*idle properties = */ new TI.Block<character_idle_block>(this, 3));
			Add(/*vocalization properties = */ new TI.Block<character_vocalization_block>(this, 1));
			Add(/*boarding properties = */ new TI.Block<character_boarding_block>(this, 1));
			Add(new TI.UselessPad(12));
			Add(/*boss properties = */ new TI.Block<character_boss_block>(this, 1));
			Add(/*weapons properties = */ new TI.Block<character_weapons_block>(this, 100));
			Add(/*firing pattern properties = */ new TI.Block<character_firing_pattern_properties_block>(this, 100));
			Add(new TI.UselessPad(24));
			Add(/*grenades properties = */ new TI.Block<character_grenades_block>(this, 10));
			Add(new TI.UselessPad(24));
			Add(/*vehicle properties = */ new TI.Block<character_vehicle_block>(this, 100));
		}
Пример #60
0
			public scenario_child_scenario_block() : base(2)
			{
				Add(Child = new TI.TagReference(this, TagGroups.scnr));
				Add(TI.Pad.ReferenceHalo1);
			}